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Developer Bulletin Public Test News article

Captains! While the new update is being rolled out, the server will be down
from: Thu. Mar. 17 3:00 AM PT / Thu. Mar. 17 5:00 AM Central
until: Thu. Mar. 17 6:00 AM PT / Thu. Mar. 17 8:00 AM Central

Update 0.11.2: Italian Destroyers. Part 1

Update 0.11.2 introduces the following new features:

  • Early Access to Italian destroyers
  • Pan-Asian cruisers in the Tech Tree
  • The new Clash of Courage event
  • The Savage Battle in the “all vs. all” format
  • Visual enhancements

Read on for more details about the changes!

Italian Destroyers: Part 1 ● Clash of Courage ● Pan-Asian Cruisers in the Tech Tree ● Savage Battle ● Submarines
● Changes to the Game Mechanics ● Visual Effects Improvements ● Armory ● Content Additions and Changes ● Other Changes and Improvements

Italian Destroyers: Part 1

New Ships

II Curtatone, III Nazario Sauro, and IV Turbine. The primary armament of the new ships placed at Tiers II to IV is their torpedoes. In terms of game play, these ships are similar to "conventional" destroyers, and all of them carry SAP and HE shells. At Tiers II to IV, ship consumables don't last long and are mostly used for illustrative purposes to introduce players to their unusual characteristics. Exhaust Smoke Generator will hide a ship even if she's running at full speed, and the Emergency Engine Power consumable provides a bigger boost to speed compared to the standard Engine Boost, but for a shorter period of time.

V Maestrale, VI Aviere, and VII Luca Tarigo. At Tiers V to VII, main battery guns get better but the ships continue to rely on torpedo tubes as their primary armament. Unlike their counterparts of other nations, there is only a slight increase in the firing range of their main batteries. The characteristics of their consumables, however, improve from tier to tier, helping shape a full-fledged style of combat. With Emergency Engine Power, SAP shells, and Exhaust Smoke Generator, Italian destroyers can close in on an enemy ship for dashing attack at short range.

VIII Vittorio Cuniberti, IX Adriatico, and X Attilio Regolo. At Tiers VIII to X, combat strategy may be based on an intermittent approach. Commanders will need to conduct a thorough analysis of the situation and choose between (or combine) the following two strategies:

  • Firing long-range quick-reload torpedoes in a measured way.
  • Relying on a combination of main guns, torpedoes, and consumables for a lightning-fast strike.

The closest similar ship suited to an aggressive combat strategy is IX Paolo Emilio. At the same time, researchable Italian destroyers will also rely on their main guns in knife-distance duels since torpedoes alone may not be enough to finish the job. Keep in mind that at Tiers IX and X, the standard firing range does not exceed 10 km. Upgrades to extend the firing range are not accessible.

Early Access

II Curtatone is available via free daily bundles. You can obtain only one bundle per day out of a total of 12.

III Nazario Sauro is available via paid daily bundles. You can obtain only one bundle per day for Doubloons 150 Doubloons out of a total of 12.

IV Turbine, V Maestrale, VI Aviere, VII Luca Tarigo, and VIII Vittorio Cuniberti are available via sequential bundles for Italian Tokens. You can obtain as many as 4,700 Italian Tokens for free. This will be enough to grab Luca Tarigo and a special camouflage for Vittorio Cuniberti. These free Tokens can be earned in the following ways:

  • 4,000 Tokens by engaging in the Clash of Courage
  • 200 Tokens in free daily bundles
  • 500 Tokens in exchange for Community Tokens

You can also find Italian Tokens in random bundles available in exchange for Doubloons. With the release of Update 0.11.4, all Italian Tokens will be converted into Credits Credits at the rate of 1:3,000.

IX Adriatico is available via paid random bundles. We're offering 60 bundles for Doubloons 1,000 Doubloons each.

Upon obtaining all available sequential bundles for Italian Tokens, you will be able to acquire X Attilio Regolo in exchange for Doubloons Doubloons.

When Update 0.11.4 goes live, the Italian destroyers will become available for all players to research.

Clash of Courage

The Italian Navy is known for its love of destroyers. A competition between divisions composed of the same series of ships will help you determine the most successful team. Choose which team you want to join as an ally, and keep in mind that each team provides you with a unique reward — one of the four special Italian Commanders with 6 skill points each and a unique team patch.

Starts: Thu. Mar. 17 3:00 AM PT / Thu. Mar. 17 5:00 AM Central
Ends: Thu. Apr. 14 3:00 AM PT / Thu. Apr. 14 5:00 AM Central

The event is open to all players who have reached Access Level 8.

Details of the event rules, its rewards, and other info is available in the game client.

By participating in the event, you’ll get Italian Tokens that can be used to acquire sequential bundles with Italian destroyers and special permanent camouflages.

Pan-Asian Cruisers in the Tech Tree

Ships of the new branch can boast good concealment and are equipped with main battery guns that, despite their small caliber, have a high rate of fire. They carry powerful deepwater torpedoes that pose a deadly threat to all ship types except destroyers. The cruisers have strong AA defenses but cannot boast of having high survivability or a long firing range. The newcomers do not have access to Hydroacoustic Search, urging players to keep a close eye on hostile ships equipped with torpedoes. There is a high chance of getting hit by a torpedo while hiding in a smoke screen.

Available consumables

  • Smoke Generator with a reduced cooldown time for all ships of the branch
  • Defensive AA Fire for the new cruisers of Tier VI and above
  • Torpedo Reload Booster for the ships of Tier VII and above
  • Repair Party for the ships of Tier IX and X

When Update 0.11.2 goes live, the Pan-Asian cruisers will become available for all players to research.

Savage Battles

You will get as many as nine destroyers split between three factions: Octopus, Moray Eel, and Barracuda. To commemorate the launch of the event, we're also bringing back the special Flooded City Port.

Everything you need to know

Starts: Thu. Mar. 17 3:00 AM PT / Thu. Mar. 17 5:00 AM Central
Ends: Thu. Apr. 14 3:00 AM PT / Thu. Apr. 14 5:00 AM Central

  • The event will unfold on the Flooded City map.
  • Battles will be fought between four teams, each with three ships. You can fight either in a Division or solo.
  • At the beginning of the battle, all ships have no consumable charges. Collect consumable charges from special zones and remember that each time you destroy an enemy ship, you will also obtain a charge for a random consumable.
  • The map is plagued by Wild Fire which encompasses the battle area. The safe zone begins to shrink from the start of the battle. By the end of the match, only a small portion of the map will remain safe. Watch out! Ships gradually lose HP while they remain engulfed in Wild Fire.
  • In the Savage Battle, all ships have reinforced bows. When ramming enemy ships, you will take less damage while causing more.
  • The event is open to all players who have reached Access Level 12 (Operations). Once the event is over and all ships have been removed from your accounts, all XP you earned will be transferred to I Orlan.

Battle results. The amount of XP and Credits that you obtain at the end of each battle now depends on the place your team takes—the higher the place, the more resources you'll obtain! When a team has lost all of their ships, it is out of the battle. The team with the last surviving ship (or ships) on the battlefield is the winner.

Special Destroyers

Each faction consists of three destroyers modified specifically for the Savage Battle. The characteristics of each subsequent ship in a faction will outmatch those of the preceding ship. However, the better the ship, the more resources it will take to service her.

To access the second ship in a faction, you will need to earn 10,000 Base XP on the first one, and another 10,000 Base XP on the second ship to get to the third one.

Each ship is helmed by a unique Commander. All XP they earn will be transferred to Elite Commander XP Elite Commander XP. You can use it for re-training and re-specializing any of your other Commanders or resetting their skills.


VIII Messer, IX Sea Devil, and X Stealthedo all boast good concealment and powerful torpedoes. They are also equipped with a secondary battery. Prototypes: X Z-52, X Shimakaze, and X Daring.

Moray Eel

VIII Carnal, IX Lancet, and X Rumble are agile, maneuverable ships with powerful propulsion. The main guns, which are operated by artificial intelligence, are devastating. However, their torpedoes are rather weak and slow. Prototypes: X Yueyang, X Gearing, and X Kléber.


VIII Atomic Rage, IX Mizu-Jet, and X Seascythe. Expect high speeds, direct operation of their strong main battery guns, and torpedoes with moderate characteristics. Prototypes: X Harugumo, X Grozovoi, and X Khabarovsk.

Submarines Return

With Update (22 March) submarines return to World of Warships!

See this dedicated article.

Changes to the Game Mechanics

Maximum view or targeting range

The 'view' or 'targeting' range, sometimes confusingly called the spotting range, is the maximum range at which any other ship can be seen from a given ship.

We have updated the mechanics of determining a ship’s maximum spotting range (“spotting range” being the range at which a player can spot other ships in battle). All ships now have a minimum spotting range that depends on their tier, as well as a dynamic spotting range. The first range is a constant value that’s set regardless of the ship’s parameters. The dynamic spotting range depends on the firing range of all the ship’s weapons (main battery guns, torpedoes, secondary battery guns, and Airstrike) and always exceeds this value by 25% or 3 km.

The higher value of the minimum and dynamic spotting ranges is always applied.

Now, a ship’s firing range with modifiers and changes to the mechanics applied will always be greater than her firing range under standard conditions.

Tier   Minimum Spotting Range (m)

  • 1   15,000
  • 2   15,000
  • 3   17,000
  • 4   20,000
  • 5   23,000
  • 6   26,000
  • 7   27,000
  • 8   30,000
  • 9   33,000
  • 10   35,000
  • 11[1]  35,000

Example: VIII North Carolina has a standard firing range of 21.1 km. The minimum spotting range for a Tier VIII battleship is 30 km (30,000m). The dynamic spotting range for North Carolina is 21.1 * 1.25 = 26.4 km. Because the largest value is applied, the spotting range for North Carolina with a firing range of 21.1 km is set at 30 km.

If we equip the ship with Gun Fire Control System and Artillery Plotting Room Modification 1, our firing range will be 27 km and the dynamic spotting range value thus will reach 33.75 km, which will be the prevailing value for the ship’s spotting range in this case.

If we also launch Spotting Aircraft in battle and increase our firing range to 32.4 km, our spotting range in battle will increase to a value that exceeds 40 km.

As we standardize these values, the standard spotting range values of certain ships may either decrease or increase.

Important! This, of course, is but a simple example that’s intended to show how the new mechanics work. It’s by no means a recommendation for selecting upgrades and equipment for North Carolina.

Visual Effects Improvements

World of Warships is now even more pleasing to the eye! The new update brings improvements to the following effects:

  • Shooting main and secondary battery guns
  • Depth charges hitting the water and islands
  • Local weather effects on the Hotspot, North, Greece, and Islands of Ice maps
  • Aircraft explosions on the deck when aircraft carriers are destroyed
  • Obtaining a Supercontainer
  • Rain
  • Smoke for camouflages and ships participating in events

Fixed bugs that caused incorrect effects to be played. Fixed effects on the following ships: XI Satsuma, X Midway, VI Ryūjō, and IX Prinz Rupprecht. Returned green smoke near the sides of the Rasputin camouflage for battleship IV Imperator Nikolai I.

The “Soft particles” checkbox has been removed because, taking optimization into account, it has ceased to affect performance. This feature is now always enabled.

The SSAO algorithm has been added to the game for shading objects and making them more dimensional and realistic.


With the release of this update, "6 Years of World of Warships" containers will become available in the Armory in exchange for Coal 2,000 Coal.

Each container includes:

  • Two elements of the same-name collection
  • 7x economic signals of the same type (Equal Speed Charlie London, Papa Papa, Zulu, or Zulu Hotel, or 1x World of Warships Anniversary camouflage, or Free XP 1,250 Free XP

Complete the "6 Years of World of Warships" collection to grab a Supercontainer, 6x Gift containers, and a commemorative flag of the event!

The Dragon Ship permanent camouflage for X Ragnar has been added to the Armory. The camouflage is available in exchange for Ranked Token 10 Ranked Tokens.

For ships available in exchange for in-game resources and not previously available for Doubloons or in the Premium Shop, a line has been added that balance changes may be applied to the ships if necessary.

Content Additions and Changes

New Content

This update brings the following content to the game:

  • British Commander Seán McMurphy and Italian Commanders Salvatore Capitano, Paolo Navigatore, Bruno Battaglia, and Domenico Folgore for the Clash of Courage event.
  • The "Italian Destroyers: Part 1" and Copa Latina-Americana Warships flags.
  • The Fields of Tuscany, Epic, and Saint Patrick's Day expendable camouflages.
  • The Irish Emerald permanent camouflage for VII Belfast and VIII Belfast '43; the Hot Wind permanent camouflage for VII Luca Tarigo, VIII Vittorio Cuniberti, IX Adriatico, and X Attilio Regolo; and the Golden Sun permanent camouflage for VII FR25.
  • The Soldati e Capitani, Navigatori e Poeti, Patrioti e Battaglia, Dardo e Folgore, and Saint Patrick's Day patches.

New Ships

The following ships have been added for testing by developers, supertesters, and community contributors: VIII Cherbourg, IX Brest, X Marseille, VII Toulon, IX Iwami, X Mecklenburg, and XI Edgar.

Game Balance Changes

U.S. super carrier United States

Torpedo Bomber Tactical Squadron:

  • The number of aircraft increased from 1 to 2.
  • Significantly enhanced the torpedo reticle aiming.
  • The HP pool of each individual aircraft reduced from 4,430 to 2,215.

Bomber Tactical Squadron:

  • The number of aircraft increased from 1 to 2.
  • The HP pool of each individual aircraft reduced from 5,860 to 2,930.

Attack Aircraft Tactical Squadron:

  • Increased the number of aircraft from 2 to 3.
  • The HP pool of each individual aircraft reduced from 1,610 to 1,074.

British super carrier Eagle

Torpedo Bomber Tactical Squadron:

  • The number of aircraft increased from 1 to 2.
  • The HP pool of each individual aircraft reduced from 3,340 to 2,215.

Bomber Tactical Squadron:

  • The number of aircraft increased from 1 to 2.
  • The HP pool of each individual aircraft reduced from 4,290 to 2,145.

Attack Aircraft Tactical Squadron:

  • Increased the number of aircraft from 2 to 3.
  • The HP pool of each individual aircraft reduced from 1,570 to 1,047.

Japanese super destroyer Yamagiri

  • Improved concealment characteristics by reducing detectability from 7.4 km to 7.1 km. Other concealment values were reduced accordingly.
  • Added an alternative firing mode with the following parameters:
    • 3 salvos in a series
    • Interval between shots in a series: 1 second
    • Reload time between series of salvos: 30 seconds

At present, the characteristics of Yamagiri are too close to those of X Shimakaze. The alternative firing mode will make this ship's game play more interesting and underline her in-game differences from her predecessor.

Soviet super destroyer Zorkiy

  • Alternative firing mode: interval between salvos in a series increased from 0.8 to 1,0 second.

U.S. super cruiser Annapolis

  • Main battery reload time reduced from 6.1 to 5.5 seconds.

Japanese super battleship Satsuma

  • Main battery reload time increased from 33 to 35 seconds.
  • The speed of adjustment fire meter resetting increased from 1 to 2 points per cycle.

German super battleship Hannover

  • Main battery reload time reduced from 31.5 to 28 seconds.

Other Changes and Improvements

  • Frequency changed from 2 ticks to 1 for checking gun-firing readiness when using the sequential fire mode.
  • It’s now possible to research several consecutive ships in the Tech Tree.
  • Fixed a bug that caused the battle to end unexpectedly due to incorrect calculations of shell collisions with sinking ships. We've optimized the calculation of collisions with ships in battle.
  • Minor changes have been made to the Port interface: updated tooltips for currencies and resources, corrected descriptions of ships, and added other minor details.
  • Fixed a bug that caused destroyed main battery guns and torpedo tubes to make a turning sound.
  • The audio volume of the aircraft engine in the Port of Novorossiysk has been reduced.
  • The audio volume of fire and flooding on ships now fades out more evenly as distance changes.
  • Added the missing "Anti-aircraft gun crews are on normal alert" message for the Spanish voiceover.
  • The correct voiceover messages are now played for the following Commanders: Baltimore, Jean Bart, Roon, Yat Sen, Sovetskaya Rossiya, and Littorio when a ship’s Fighter or Spotting Aircraft is destroyed.
  • When using the HSF Maron Yanagiwara voice modification, the correct message is now played while using the Hydroacoustic Search consumable.
  • Added voice messages when using Airstrike.
  • Added minor fixes to the geometry and textures of the following ships: II Mikasa, XI United States, X Schlieffen, IX Marlborough, IV Dante Alighieri, X Sevastopol, III Knyaz Suvorov, IX Dalian, VIII Atlântico, IX Marco Polo, IX Brindisi, VIII Lexington, IX Adriatico, VIII Hornet, X U-2501, VIII Enterprise, VIII Salmon, VIII S-189, VIII U-190, VII Maya, VIII Alabama, and IX Alaska. The changes do not affect the characteristics or game play of the ships.
  • Fixed the description of X ARP Yamato in the Ship Specifics section.
  • Updated icons for containers.
  • Fixed an issue that would make incoming enemy shells invisible.
  • Ships of the same type, nation, and tier are now displayed alphabetically in the ship carousel.
  • Fixed an issue that displayed a shell tracer with a curve.
  • Fixed an issue which could make a ship disappear from view for a second when exiting a smoke screen.
  • Fixed an issue which caused the matchmaker to match 1x1 and 2x2 battles for superships.
  • Modules and camouflages of Dutch cruisers that were impossible to mount and had remained in a players' inventory since the moment when they were part of the European branch, have been removed. Similar modules and camouflages have been credited to owners of those ships earlier.
  • Fixed a keyboard customization issue that made it impossible to swap the binding for the keys used to sound a ship's horn (N) and show her status (H).
  • Fixed an issue that caused the equipment reload animation to be played when enemies were detected.
  • Fixed an issue where a set password would not be saved when creating a training room.
  • Added the display of damage dealt by secondary battery guns.
  • Fixed an issue that made it impossible to authorize in the game after closing the WGC.
  • Fixed an issue that caused the names of aircraft to be partly displayed above the armament icons.
  • Fixed the display of aircraft propellers when they are not airborne.
  • Fixed an issue that displayed an incorrect reload time for squadrons upon re-logging into the game client.
  • Fixed an issue where it was impossible to select a ship in the carousel after setting filters.
  • Fixed an issue where it was impossible to play back replays of battles fought helming aircraft carriers.
  • Updated the armament names for ships of Pan-Asia, Pan-America, Europe, the Commonwealth, Italy, the Netherlands, and Spain.
  • Fixed a bug on the Sleeping Giant map that sometimes caused ships to start jumping near islands.
  • Fixed the positions of the cameras on super carriers' squadrons.
  • Fixed an issue that caused ships to get stuck near islands on the Strait map.
  • Fixed the portrait of Commander John Doe: added insignia of the highest rank
  • Fixed other minor bugs and enhanced the interface.

Other improvements and changes. For a complete list, please refer to Player Support.

  1. Superships

[transmission ends]